Project Title / Acronym: Around an Inspiring Virtual Learning World in Eighty Days 80Days Work...
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Transcript of Project Title / Acronym: Around an Inspiring Virtual Learning World in Eighty Days 80Days Work...
Project Title / Acronym:
Around an Inspiring Virtual Learning World in Eighty Days
80Days
Work programme topics addressed:Objective ICT-2007.4.1: Digital libraries and technology-enhanced learningTechnology-enhanced learning:(c) Responsive environments for technology-enhanced learning (50%)(d) Adaptive and intuitive learning systems (50%)
Project type: Small or medium-scale focused research project (STREP) Start: April 2008, duration: 30 months
Global topic:Game-based learning / Learning in immersive virtual learning environments
- Project overview -
- Project overview -
► 80Days strives for the (re-)evolution of educational technology based on computer games
► Inspired by Jules Verne‘s novel ‘Around the
world in eighty days’, technology and underlying theory will developed that enables children and adolescents to immerse into a flow experience of gaming and learning
► The long-term vision is to make learning as appealing as gaming, or in other words, to utilize a certain amount of time that is spent on gaming for learning
Image courtesy of Warner Home Video, 1958
► University of Graz, Austria (Coordinator)
Cognitive Science, Media Psychology, Educational Psychology
► Eidgenössische Technische Hochschule Zürich, Switzerland
Cartography, Geography, Educational Design
►Takomat, Germany
Game Design, Game Development, Educational Design
►Trinity College Dublin, Ireland
Computer Science
► Testaluna, Italy
Game Development, Game Design, Asset Production
► University of Leicester, United Kingdom
Human-Computer Interaction, Usability Engineering, Software Evaluation
► Zentrum für Graphische Datenverarbeitung, Germany
Adaptive, Interactive Digital Storytelling
- Consortium -
Using the full potential and characteristics of state-of-the-art computer games for educational purposes
- Core Idea -
Computer games: are immersive, engaging, appealing, intrinsically motivational, they enable realistic and super-realistic multidimensional representations, they are simulative, competitive, collaborative, they offer a large degree of freedom, they are responsive and enable individualized interactions, …
and: playing is the most natural form of learning
This idea is not new and there is a large body of examples and research in the field of game-based learning.
- Core Idea -
► Mini games for young children Simple in gameplay, graphics, or didactic background. Instructive and fun for children.
► Simulation games Training by simulating the real world. Didactically simple (often drill and practise), but highly effective for specific aims.
► Off-the-shelf / Moddings Using existing commercial games or modifications for education, e.g., to practise certain skills, fostering collaboration, or fostering motivation and interest.
► Game-like enhancements Adding game-like elements to existing digital learning material in order to train specific skills or to motivate and engage.
► Competitive educational games Games that can compete with their commercial counterparts in terms of attractiveness and gameplay, primarily made for educational purposes.
- Educational Games Today -
► Educational games are are still in their infancy
► The by far largest part of educational games address small children
► Most often educational games are rather small and simple games, demonstrating processes and complex issues (e.g., the Palestine conflict) or addressing particular sets of skills (e.g., job application trainings)
► They generally do not related to school curricula
► Existing games do not provide sound assessment methods
► Generally there is an imbalance between learning and gaming
► While game intelligence is well developed, educational games do not include adaptation to the learner in terms of knowledge, learning progress, motivation, or individual preferences
- Educational Games Today -
“Although [digital games] may educate, that is not their primary goal or their most important design feature. Moving forward, educators must hope for games based on learning theory and research” Diana Oblinger (2006)
► ELEKTRA (FP6, STREP, March 2006 - Feb 2008)
ELEKTRA attempted to address adolescents, combining competitive game design with educational objectives related to school curricula (prototypically physics)
Immersive game environment, story, and gameplay
Psycho-pedagogically / didactically sound educational strategies
Theory and technology for adaptive assessment and interventions on a macro level [learning events, 8LEM]
Theory and technology for non-invasive assessment and interventions on a micro level [interpreting the learner’s behaviour in terms of available or missing skills and responding to that in a non- invasive way, e.g. by hinting]
- Educational Games Tomorrow -
Important questions are still open in order to make learning a more pleasant task:
► Fully utilizing games’ potential requires a significant adaptation and personalization of the game to the needs and preferences of individual learners. The upfront aim is to balance challenge and ability/knowledge.
► Educational games that can compete with their commercial counterparts are extremely costly. Thus, technology must be developed that allows reducing development costs.
- Educational Games Tomorrow -
► Advancing micro-adaptivity, as it is a new approach to educational technology and still is at an early stage
► Realizing macro-adaptivity in terms of sequencing learning and gaming activities including interactive adaptation of the narrative
► Embedding formalized motivational/emotional theories
► Embedding a formalized model of dynamic (self-regulated) navigation behaviour within the virtual learning environment
► Establishing a methodology to reduce the development costs by integrating existing external resources and by referring to a common pool of game assets
► Establishing a higher-level theoretical framework melding adaptive competence development, motivational/emotional models, and interactive, adaptive storytelling
► Developing a framework for evaluating DEGs at design and at runtime
- 80Days’ Core Objectives -
- Accomplishing a Vision -
80Days will produce a methodology and game technology based on a triangulation of
• an engine that is monitoring the learner's behaviour and learning progress and giving psycho-pedagogical recommendations (Adaptive Engine),
• an engine that is controlling the storyline and ambience (Narration Engine)
• the Game Engine, which is realizing the game based on the recommendations of Adaptive and Narration Engines.
- Accomplishing a Vision -
► Based on a single pool of game and educational assets
• an educational game will be able to tailor individual learning experiences
• in terms of different stories, different atmospheres, different educational measures, different educational strategies, and different curricula
• technology will allow to realize several different games
- Work Package Structure -
► WP1: Coordination of interdisciplinary research, design, development, and evaluation efforts of the project► WP2a: Interactive, adaptive competence development (cognitive science,
motivational and emotional aspects)► WP2b: Interactive and adaptive digital storytelling and narrative development in educational games. ► WP2c: Technological framework for micro and macro adaptivity in educational games and the implementation of the theoretical foundations provided by WP 2a and 2b► WP2d: Framework for the integration of existing learning resources in educational games (prototypically geography / cartography)► WP3: Didactic design and game design ► WP4: Game development and technical realization of the demonstrators► WP5: Advancing evaluation and validation methods with respect to (educational) games and evaluation and validation of the research and development activities► WP6: Dissemination and exploitation► WP7: Administrative project coordination and management
- Project Lifecycle -
80Days‘ project lifecycle: 3 subsequent research-design-development-evaluation phases for 3 demonstrator scenarios.
Contact:
Michael D. Kickmeier-Rust University of Graz, [email protected]